Files
Bubberstation/code/modules/client/client_colour.dm
SkyratBot 40906ad100 [MIRROR] Client colo(u)r no longer uses Client.color, now coloring the render game plane instead (#26470)
* Client colo(u)r no longer uses Client.color, now coloring the render game plane instead (#81328)

## About The Pull Request

Rather than utilizing `client.color`, client color datums now apply
their colors to the render game plane.

This means
1. The player's HUD is no longer affected by client colors. Being
colorblind (in game) no longer makes all hud elements grey as well, only
the world.
2. Overall, less harsh colors.

## Why It's Good For The Game

1. The player's HUD, being an OOC concept, should remain unaffected by
stuff like glasses and blindness. This is how it worked in the past,
before plane cube (IIRC), but it was lost in the transition.
2. Overall just looks a lot better, IMO.

Here's what meson goggles with glasses colors active looks like:

Before:

![image](https://github.com/tgstation/tgstation/assets/51863163/081b69b2-e545-48f8-9016-071107b2c4c1)

After:

![image](https://github.com/tgstation/tgstation/assets/51863163/8a823a82-3953-4889-9594-ccae87843c00)

## Changelog

🆑 Melbert
qol: Glasses colors should be a lot less harsh, and being blind no
longer also blinds your hud.
/🆑

* Client colo(u)r no longer uses Client.color, now coloring the render game plane instead

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
2024-02-11 10:58:41 -05:00

249 lines
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#define PRIORITY_ABSOLUTE 1
#define PRIORITY_HIGH 10
#define PRIORITY_NORMAL 100
#define PRIORITY_LOW 1000
/**
* Client Colour Priority System By RemieRichards (then refactored by another contributor)
* A System that gives finer control over which client.colour value to display on screen
* so that the "highest priority" one is always displayed as opposed to the default of
* "whichever was set last is displayed".
*
* Refactored to allow multiple overlapping client colours
* (e.g. wearing blue glasses under a yellow visor, even though the result is a little unsatured.)
* As well as some support for animated colour transitions.
*
* Define subtypes of this datum
*/
/datum/client_colour
///The color we want to give to the client. This has to be either a hexadecimal color or a color matrix.
var/colour
///The mob that owns this client_colour.
var/mob/owner
/**
* We prioritize colours with higher priority (lower numbers), so they don't get overriden by less important ones:
* eg: "Bloody screen" > "goggles colour" as the former is much more important
*/
var/priority = PRIORITY_NORMAL
///Will this client_colour prevent ones of lower priority from being applied?
var/override = FALSE
///IF non-zero, 'animate_client_colour(fade_in)' will be called instead of 'update_client_colour' when added.
var/fade_in = 0
///Same as above, but on removal.
var/fade_out = 0
/datum/client_colour/New(mob/owner)
src.owner = owner
/datum/client_colour/Destroy()
if(!QDELETED(owner))
owner.client_colours -= src
owner.animate_client_colour(fade_out)
owner = null
return ..()
///Sets a new colour, then updates the owner's screen colour.
/datum/client_colour/proc/update_colour(new_colour, anim_time, easing = 0)
colour = new_colour
owner.animate_client_colour(anim_time, easing)
/**
* Adds an instance of colour_type to the mob's client_colours list
* colour_type - a typepath (subtyped from /datum/client_colour)
*/
/mob/proc/add_client_colour(colour_type_or_datum)
if(QDELING(src))
return
var/datum/client_colour/colour
if(istype(colour_type_or_datum, /datum/client_colour))
colour = colour_type_or_datum
else if(ispath(colour_type_or_datum, /datum/client_colour))
colour = new colour_type_or_datum(src)
else
CRASH("Invalid colour type or datum for add_client_color: [colour_type_or_datum || "null"]")
BINARY_INSERT(colour, client_colours, /datum/client_colour, colour, priority, COMPARE_KEY)
animate_client_colour(colour.fade_in)
return colour
/**
* Removes an instance of colour_type from the mob's client_colours list
* colour_type - a typepath (subtyped from /datum/client_colour)
*/
/mob/proc/remove_client_colour(colour_type)
if(!ispath(colour_type, /datum/client_colour))
return
for(var/datum/client_colour/colour as anything in client_colours)
if(colour.type == colour_type)
qdel(colour)
break
/**
* Gets the resulting colour/tone from client_colours.
* In the case of multiple colours, they'll be converted to RGBA matrices for compatibility,
* summed together, and then each element divided by the number of matrices. (except we do this with lists because byond)
* target is the target variable.
*/
#define MIX_CLIENT_COLOUR(target)\
var/_our_colour;\
var/_number_colours = 0;\
var/_pool_closed = INFINITY;\
for(var/_c in client_colours){\
var/datum/client_colour/_colour = _c;\
if(_pool_closed < _colour.priority){\
break\
};\
_number_colours++;\
if(_colour.override){\
_pool_closed = _colour.priority\
};\
if(!_our_colour){\
_our_colour = _colour.colour;\
continue\
};\
if(_number_colours == 2){\
_our_colour = color_to_full_rgba_matrix(_our_colour)\
};\
var/list/_colour_matrix = color_to_full_rgba_matrix(_colour.colour);\
var/list/_L = _our_colour;\
for(var/_i in 1 to 20){\
_L[_i] += _colour_matrix[_i]\
};\
};\
if(_number_colours > 1){\
var/list/_L = _our_colour;\
for(var/_i in 1 to 20){\
_L[_i] /= _number_colours\
};\
};\
target = _our_colour\
#define CLIENT_COLOR_FILTER_KEY "fake_client_color"
/**
* Resets the mob's client.color to null, and then reapplies a new color based
* on the client_colour datums it currently has.
*/
/mob/proc/update_client_colour()
if(isnull(hud_used))
return
var/new_color = ""
if(length(client_colours))
MIX_CLIENT_COLOUR(new_color)
for(var/atom/movable/screen/plane_master/game_plane as anything in hud_used.get_true_plane_masters(RENDER_PLANE_GAME))
if(new_color)
game_plane.add_filter(CLIENT_COLOR_FILTER_KEY, 2, color_matrix_filter(new_color))
else
game_plane.remove_filter(CLIENT_COLOR_FILTER_KEY)
///Works similarly to 'update_client_colour', but animated.
/mob/proc/animate_client_colour(anim_time = 2 SECONDS, anim_easing = NONE)
if(anim_time <= 0)
return update_client_colour()
if(isnull(hud_used))
return
var/anim_color = ""
if(length(client_colours))
MIX_CLIENT_COLOUR(anim_color)
for(var/atom/movable/screen/plane_master/game_plane as anything in hud_used.get_true_plane_masters(RENDER_PLANE_GAME))
if(anim_color)
game_plane.add_filter(CLIENT_COLOR_FILTER_KEY, 2, color_matrix_filter())
game_plane.transition_filter(CLIENT_COLOR_FILTER_KEY, color_matrix_filter(anim_color), anim_time, anim_easing)
else
game_plane.transition_filter(CLIENT_COLOR_FILTER_KEY, color_matrix_filter(), anim_time, anim_easing)
// This leaves a blank color filter on the hud which is, fine I guess?
#undef MIX_CLIENT_COLOUR
#undef CLIENT_COLOR_FILTER_KEY
/datum/client_colour/glass_colour
priority = PRIORITY_LOW
/datum/client_colour/glass_colour/green
colour = "#aaffaa"
/datum/client_colour/glass_colour/lightgreen
colour = "#ccffcc"
/datum/client_colour/glass_colour/blue
colour = "#aaaaff"
/datum/client_colour/glass_colour/lightblue
colour = "#ccccff"
/datum/client_colour/glass_colour/yellow
colour = "#ffff66"
/datum/client_colour/glass_colour/red
colour = "#ffaaaa"
/datum/client_colour/glass_colour/darkred
colour = "#bb5555"
/datum/client_colour/glass_colour/orange
colour = "#ffbb99"
/datum/client_colour/glass_colour/lightorange
colour = "#ffddaa"
/datum/client_colour/glass_colour/purple
colour = "#ff99ff"
/datum/client_colour/glass_colour/gray
colour = "#cccccc"
/datum/client_colour/glass_colour/nightmare
colour = list(255,0,0,0, 0,0,0,0, 0,0,0,0, 0,0,0,1, -130,0,0,0) //every color is either red or black
/datum/client_colour/malfunction
colour = list(/*R*/ 0,0,0,0, /*G*/ 0,175,0,0, /*B*/ 0,0,0,0, /*A*/ 0,0,0,1, /*C*/0,-130,0,0) // Matrix colors
/datum/client_colour/monochrome
colour = COLOR_MATRIX_GRAYSCALE
priority = PRIORITY_HIGH //we can't see colors anyway!
override = TRUE
fade_in = 20
fade_out = 20
/datum/client_colour/monochrome/trance
priority = PRIORITY_NORMAL
/datum/client_colour/monochrome/blind
priority = PRIORITY_NORMAL
/datum/client_colour/bloodlust
priority = PRIORITY_ABSOLUTE // Only anger.
colour = list(0,0,0,0,0,0,0,0,0,1,0,0) //pure red.
fade_out = 10
/datum/client_colour/bloodlust/New(mob/owner)
..()
if(owner)
addtimer(CALLBACK(src, PROC_REF(update_colour), list(1,0,0,0.8,0.2,0, 0.8,0,0.2,0.1,0,0), 10, SINE_EASING|EASE_OUT), 1)
/datum/client_colour/rave
priority = PRIORITY_LOW
/datum/client_colour/psyker
priority = PRIORITY_ABSOLUTE
override = TRUE
colour = list(0.8,0,0,0, 0,0,0,0, 0,0,1,0, 0,0,0,1, 0,0,0,0)
/datum/client_colour/manual_heart_blood
priority = PRIORITY_ABSOLUTE
colour = COLOR_RED
/datum/client_colour/temp
priority = PRIORITY_HIGH
#undef PRIORITY_ABSOLUTE
#undef PRIORITY_HIGH
#undef PRIORITY_NORMAL
#undef PRIORITY_LOW